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	<title>Comments on: The Inspiration for Cool Gaming Moments</title>
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	<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments</link>
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-453</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sun, 25 May 2008 19:30:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-453</guid>
		<description>&lt;b&gt;Omnus: &lt;/b&gt;My players groan when I pull out Kobolds, but out of &lt;i&gt;fear,&lt;/i&gt; not boredom...  Those online tales of Kobold nightmares definitely inspired me.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;453&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><b>Omnus: </b>My players groan when I pull out Kobolds, but out of <i>fear,</i> not boredom&#8230;  Those online tales of Kobold nightmares definitely inspired me.
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		<title>By: Omnus</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-441</link>
		<dc:creator>Omnus</dc:creator>
		<pubDate>Sat, 24 May 2008 14:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-441</guid>
		<description>Another point that can help create a memorable gaming moment can be the juxtaposition of what is expected versus something new.  For instance, take an adventure where the players are up against a tribe of kobolds (common gnome foes).  The players groan when the DM illuminates the adventure, saying things like &quot;Kobolds?  One hit and they&#039;re dead!  Where&#039;s the adventure?&quot;  Then you spring a trap and tactics-fueled nightmare upon them that leaves them shaking and fearing for their characters&#039; very souls.  I bet if you Google &quot;kobold nightmare&quot; you&#039;ll get several stories just like I&#039;m talking about.  These kind of things can shake jaded players out of their comfort zone a bit, which can lead to a memorable night.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;441&#039;,&#039;Omnus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Another point that can help create a memorable gaming moment can be the juxtaposition of what is expected versus something new.  For instance, take an adventure where the players are up against a tribe of kobolds (common gnome foes).  The players groan when the DM illuminates the adventure, saying things like &#8220;Kobolds?  One hit and they&#8217;re dead!  Where&#8217;s the adventure?&#8221;  Then you spring a trap and tactics-fueled nightmare upon them that leaves them shaking and fearing for their characters&#8217; very souls.  I bet if you Google &#8220;kobold nightmare&#8221; you&#8217;ll get several stories just like I&#8217;m talking about.  These kind of things can shake jaded players out of their comfort zone a bit, which can lead to a memorable night.
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		<title>By: age</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-437</link>
		<dc:creator>age</dc:creator>
		<pubDate>Sat, 24 May 2008 05:38:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-437</guid>
		<description>Very interesting article and comments. We get a lot of memorable gaming moments but they are GM narrative driven, based on just the roll results or decisions of the players. I definitely think the game would be enhanced by asking the players to narrate the results. I&#039;ll give it a try at our next session.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;437&#039;,&#039;age&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Very interesting article and comments. We get a lot of memorable gaming moments but they are GM narrative driven, based on just the roll results or decisions of the players. I definitely think the game would be enhanced by asking the players to narrate the results. I&#8217;ll give it a try at our next session.
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		<title>By: argokirby</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-433</link>
		<dc:creator>argokirby</dc:creator>
		<pubDate>Fri, 23 May 2008 23:33:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-433</guid>
		<description>Player narrative is the key to getting players really invested in an adventure and it is those moments that really stand out in their memory.

Every great story I have about past games are when the DM took a step back and let the heroes lead the story a bit. Its hard to do as a DM (and certainly not something you can do all the time), but when an opportunity arises to allow the heroes be in charge, let them!

One great way to really start the a campaign off with a feel of player involvement is by using Group Character Creation, and I really liked the article that was posted originally on Treasure Tables and reprinted &lt;a href=&quot;http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-2&quot; rel=&quot;nofollow&quot;&gt;here.&lt;/a&gt;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;433&#039;,&#039;argokirby&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Player narrative is the key to getting players really invested in an adventure and it is those moments that really stand out in their memory.</p>
<p>Every great story I have about past games are when the DM took a step back and let the heroes lead the story a bit. Its hard to do as a DM (and certainly not something you can do all the time), but when an opportunity arises to allow the heroes be in charge, let them!</p>
<p>One great way to really start the a campaign off with a feel of player involvement is by using Group Character Creation, and I really liked the article that was posted originally on Treasure Tables and reprinted <a href="http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-2" rel="nofollow">here.</a>
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		<title>By: Hella Tellah</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-428</link>
		<dc:creator>Hella Tellah</dc:creator>
		<pubDate>Fri, 23 May 2008 17:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-428</guid>
		<description>The realization that good games are made up of cool scenes has really changed the way I&#039;ve prepared for my games.  I&#039;ve got a Google Doc that I update whenever I get an idea for a cool scene, usually right after I see something awesome in a comic book or an action movie.  A sample of ideas stolen from Indiana Jones:

* Mining cart ride; hop-ons and side-by-side cars.
* Fight in a crowded market, must avoid hitting civilians
* Party hog-tied, villain reveals evil plan
* Party exits a dungeon only to be surrounded by the Evil Dudes, who demand the artifact they just retrieved.
* In a dungeon full of traps, a red-shirt goes in first and is impaled by spears set into the wall, signaling to the PCs that traps are afoot.
* A chase through the winding streets of a city (skill challenge)
* Villains trap the PCs in a dangerous dungeon, only escape is to go through it the hard way.
* A room where the floor, walls and ceiling are entirely covered with bugs.
* PCs hire a boat to take them somewhere, but once out on the seas they find out it&#039;s the villains&#039; boat.  They must fight they&#039;re way to freedom and successfully pilot the boat to a harbor.  They can try to keep the boat, but the villains will be looking for it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;428&#039;,&#039;Hella Tellah&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The realization that good games are made up of cool scenes has really changed the way I&#8217;ve prepared for my games.  I&#8217;ve got a Google Doc that I update whenever I get an idea for a cool scene, usually right after I see something awesome in a comic book or an action movie.  A sample of ideas stolen from Indiana Jones:</p>
<p>* Mining cart ride; hop-ons and side-by-side cars.<br />
* Fight in a crowded market, must avoid hitting civilians<br />
* Party hog-tied, villain reveals evil plan<br />
* Party exits a dungeon only to be surrounded by the Evil Dudes, who demand the artifact they just retrieved.<br />
* In a dungeon full of traps, a red-shirt goes in first and is impaled by spears set into the wall, signaling to the PCs that traps are afoot.<br />
* A chase through the winding streets of a city (skill challenge)<br />
* Villains trap the PCs in a dangerous dungeon, only escape is to go through it the hard way.<br />
* A room where the floor, walls and ceiling are entirely covered with bugs.<br />
* PCs hire a boat to take them somewhere, but once out on the seas they find out it&#8217;s the villains&#8217; boat.  They must fight they&#8217;re way to freedom and successfully pilot the boat to a harbor.  They can try to keep the boat, but the villains will be looking for it.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-426</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Fri, 23 May 2008 17:15:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-426</guid>
		<description>That is a really good one. I love to give narrative power to the players and often ask them to describe how they complete their actions. If the dice say they hit, how do they hit. If the dice say they failed to pick the lock, how did they fail. 

Things like action points (fate points/plot points/etc.) definitely empower the players to make those kinds of jumps. I&#039;m glad to see more and more games making use of them.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;426&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>That is a really good one. I love to give narrative power to the players and often ask them to describe how they complete their actions. If the dice say they hit, how do they hit. If the dice say they failed to pick the lock, how did they fail. </p>
<p>Things like action points (fate points/plot points/etc.) definitely empower the players to make those kinds of jumps. I&#8217;m glad to see more and more games making use of them.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/the-inspiration-for-cool-gaming-moments/comment-page-1#comment-423</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Fri, 23 May 2008 15:25:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=74#comment-423</guid>
		<description>Giving a little narrative power to the players.  Things like Action Points (or whatever you call them) allow the player to better ensure that the things they&#039;re vested in come out the way they want.  It&#039;s like insurance against bad die rolls.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;423&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Giving a little narrative power to the players.  Things like Action Points (or whatever you call them) allow the player to better ensure that the things they&#8217;re vested in come out the way they want.  It&#8217;s like insurance against bad die rolls.
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